Adjusting for 6 players


Beginner Box

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The good news: there's a lot of demand for the upcoming Pathfinder intro night.

The bad news: I have six sign-ups, and none of the players can make the alternate date I offered.

This means I, a new PF GM, will be running Black Fang's Dungeon with six players. Which is fine, I just need some help from ya'll.

What adjustments should I make to the adventure to accommodate six players? Add HP? Add AC? Add more bad guys? Is there a general rule of thumb not covered in the box?

Also: what do I do for a new pre-gen? Obviously, I can add the barbarian from the player pack... but what about pre-gen #6? Is there a class that's good for noobs that's not covered in the box that I should bring in?

I know, I can always turn people away... but these are actually people from my LFR group that I like playing with, that I'd like to include in future PFS stuff.

Ya'll have been very helpful, and I appreciate it a lot.

Shadow Lodge

Greetings,

I'm new to pathfinder myself, but I'll throw out a few suggestions that come to mind here.

One easy option would seem to be up the CR level for each encounter. I don't have enough experience to say how much other than what is said in the core rulebook.

You have 6 players of level one, so your Average Party Level (APL) is 1 then you add one +1 because your group consists of six or more players. So your APL is now 2.

So now an average encounter would now have a CR 2 for a six player group. A challenging encounter would now be 3, and so on.

Since I'm new as well, so I can only tell you how I would do it.

I'd personally go for a CR of 3 on the first encounter, see how it goes. Because

BB adventure spoiler:

at least at the mouth of the cave the drunken goblins or whatever other creatures you add to up the CR could keel over and throw up, pass out, or be overconfident and put themselves in bad tactical positions making them easier to kill. Or they can just run off if the PC are getting hurt bad.

That way, you can see how the CR affects the group right off the bat, and maybe have preplanned CR2 and CR3 encounters for the remaining ones.

If it's too easy, backup can always arrive :)

For a new pre-gen, I think rolling up another fighter or barbarian would be the easiest time wise. I'd just give them slightly different equipment and feats so they feel different, and so that they better complement a six player group.

Otherwise you'll have to dig through the PRD or core rulebook. http://paizo.com/pathfinderRPG/prd/

Thanks for your post. You made me think about this as well. Don't know if any of that helps.

Cheers!

Shadow Lodge

Ah yes, I forgot about the following page for downloading pre-gens as well.

http://paizo.com/pathfinderSociety/pregeneratedCharacters

Shadow Lodge

Sans_Serif wrote:
Also: what do I do for a new pre-gen? Obviously, I can add the barbarian from the player pack... but what about pre-gen #6? Is there a class that's good for noobs that's not covered in the box that I should bring in?

As far as characters go, you could make up a ranged fighter for the sixth character. Of course, with a barbarian, that leaves you with three fighter types, a rogue, a wizard and a cleric.

Or you could go with two kinds of cleric.

- Rich

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